mirror of
https://github.com/modernuo/ModernUO
synced 2026-08-11 22:23:06 -04:00
## Summary - **Timer-aware idle sleep**: Exposes `Timer.MillisecondsUntilNextTick()` to calculate remaining ms until the next timer wheel tick (0–8ms). The game loop sleeps for that duration minus a 1ms safety margin, instead of spinning at 100% CPU. - **I/O completion wakeup**: Replaces `Thread.Sleep` with `NetState.WaitForCompletion()`, which uses platform-native completion notification (RIO `RIONotify` on Windows, `eventfd` on Linux, `kevent` timeout on macOS) to wake immediately when network data arrives during sleep. - **Always-on**: Removes the debug-only `core.enableIdleCPU` config gate. The sleep is self-regulating — under load, `MillisecondsUntilNextTick` returns 0 so no sleep occurs (zero overhead). On idle, CPU drops from ~100% to ~1%. - **CPS calculation cleanup**: Replaces the 128-element ring buffer with an EMA (exponential moving average) for `CyclesPerSecond`/`AverageCPS` — fewer allocations, no LINQ `.Average()` call each sample. - **IORingGroup 1.0.6**: Adds `WaitForCompletion(int timeoutMs)` to the `IIORingGroup` interface with platform implementations: - **Windows**: `RIONotify` arms the CQ event, `WaitForSingleObject` with timeout - **Linux**: `eventfd` registered with io_uring, `poll()` with timeout - **macOS**: `kevent()` with timeout ## Test plan - [ ] Build succeeds on all platforms (`dotnet build`) - [ ] Empty server: verify CPU usage drops from ~100% to ~1% idle - [ ] Loaded server: verify no added latency — `MillisecondsUntilNextTick` returns 0 when timers are firing, sleep is skipped - [ ] Connect a client during idle — verify connection accepted within one timer tick (~8ms) - [ ] Verify `[admin` gump shows reasonable CPS values (EMA convergence)
535 lines
18 KiB
C#
535 lines
18 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: NetState.Network.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Net.NetworkInformation;
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using System.Network;
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namespace Server.Network;
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/// <summary>
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/// Network infrastructure for IORingGroup-based socket I/O.
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/// </summary>
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public partial class NetState
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{
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// Buffer sizes
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private const int RecvBufferSize = 1024 * 64; // 64KB recv buffers
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private const int SendBufferSize = 1024 * 256; // 256KB send buffers
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private const int MaxConnections = 4096; // Max concurrent connections
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private static readonly Queue<NetState> _disposed = [];
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private static readonly TimeSpan ConnectingSocketIdleLimit = TimeSpan.FromMilliseconds(5000); // 5 seconds
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// Socket manager handles buffer pools, socket lifecycle, and I/O operations
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private static RingSocketManager _socketManager;
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// NetState storage indexed by RingSocket.Id
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private static readonly NetState[] _netStates = new NetState[MaxConnections];
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// Events buffer for ProcessCompletions
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private static readonly RingSocketEvent[] _events = new RingSocketEvent[MaxConnections * 2];
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// Listener management
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private static nint[] _listeners = Array.Empty<nint>();
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private static int _pendingAcceptCount;
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private const int PendingAcceptsPerListener = 32;
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private const long AliveCheckIntervalMs = 5000;
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private static long _nextAliveCheck;
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/// <summary>
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/// Gets the IORingGroup instance for socket operations.
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/// </summary>
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public static IIORingGroup Ring => _socketManager?.Ring;
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/// <summary>
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/// Waits for network I/O completions or until the specified timeout expires.
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/// Used by the game loop to sleep efficiently while remaining responsive to network events.
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/// </summary>
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/// <param name="timeoutMs">Maximum time to wait in milliseconds.</param>
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public static void WaitForCompletion(int timeoutMs)
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{
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_socketManager?.WaitForCompletion(timeoutMs);
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}
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/// <summary>
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/// Gets the listening addresses that the server is bound to.
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/// </summary>
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public static IPEndPoint[] ListeningAddresses { get; private set; }
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private static IPRateLimiter _ipRateLimiter;
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/// <summary>
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/// Configures the IORingGroup and socket manager.
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/// </summary>
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private static void ConfigureNetwork()
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{
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// Skip if already configured
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if (_socketManager != null)
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{
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return;
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}
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// Initialize IP rate limiter
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_ipRateLimiter = new IPRateLimiter(10, 10000, 1000, 2.0, 3_600_000, Core.ClosingTokenSource.Token);
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// Initialize IORingGroup
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var ring = IORingGroup.Create(queueSize: MaxConnections * 2, maxConnections: MaxConnections);
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// Create socket manager which handles buffer pools and socket lifecycle
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_socketManager = new RingSocketManager(
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ring,
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maxSockets: MaxConnections,
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recvBufferSize: RecvBufferSize,
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sendBufferSize: SendBufferSize,
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initialBufferSlabs: 8,
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maxBufferSlabs: 32
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);
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}
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/// <summary>
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/// Starts the network server on configured listening addresses.
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/// </summary>
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public static void Start()
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{
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HashSet<IPEndPoint> listeningAddresses = [];
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List<nint> listeners = [];
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var ring = _socketManager.Ring;
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for (var i = 0; i < ServerConfiguration.Listeners.Count; i++)
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{
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var ipep = ServerConfiguration.Listeners[i];
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var listener = ring.CreateListener(ipep.Address.ToString(), (ushort)ipep.Port, 256);
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if (listener == -1)
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{
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logger.Warning("Failed to create listener for {Address}", ipep);
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continue;
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}
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if (ipep.Address.Equals(IPAddress.Any) || ipep.Address.Equals(IPAddress.IPv6Any))
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{
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listeningAddresses.UnionWith(GetListeningAddresses(ipep));
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}
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else
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{
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listeningAddresses.Add(ipep);
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}
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listeners.Add(listener);
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}
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foreach (var ipep in listeningAddresses)
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{
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logger.Information("Listening: {Address}", ipep);
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}
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ListeningAddresses = listeningAddresses.ToArray();
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// Register listeners to start accepting connections
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RegisterListeners(listeners.ToArray());
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}
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/// <summary>
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/// Shuts down the network server and closes all listeners.
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/// </summary>
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public static void Shutdown()
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{
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CloseListeners();
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}
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/// <summary>
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/// Gets the actual listening addresses for a wildcard endpoint.
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/// </summary>
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public static IEnumerable<IPEndPoint> GetListeningAddresses(IPEndPoint ipep) =>
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NetworkInterface.GetAllNetworkInterfaces().SelectMany(adapter =>
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adapter.GetIPProperties().UnicastAddresses
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.Where(uip => ipep.AddressFamily == uip.Address.AddressFamily)
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.Select(uip => new IPEndPoint(uip.Address, ipep.Port))
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);
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/// <summary>
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/// Registers listeners with the ring and starts accepting connections.
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/// </summary>
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private static void RegisterListeners(nint[] listeners)
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{
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_listeners = listeners;
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var ring = _socketManager.Ring;
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// Queue initial accept operations for each listener
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for (var i = 0; i < _listeners.Length; i++)
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{
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var listener = _listeners[i];
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for (var j = 0; j < PendingAcceptsPerListener; j++)
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{
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ring.PrepareAccept(listener, 0, 0, IORingUserData.EncodeAccept());
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_pendingAcceptCount++;
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}
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}
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}
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/// <summary>
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/// Closes all listeners.
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/// </summary>
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private static void CloseListeners()
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{
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var ring = _socketManager?.Ring;
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if (ring == null)
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{
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return;
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}
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foreach (var listener in _listeners)
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{
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ring.CloseListener(listener);
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}
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_listeners = [];
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}
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private static void HandleAcceptCompletion(int result)
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{
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_pendingAcceptCount--;
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var ring = _socketManager.Ring;
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// EAGAIN (-11) means no connection pending - just re-queue
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if (result == -11)
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{
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goto ReplenishAccepts;
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}
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if (result >= 0)
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{
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var clientSocket = (nint)result;
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var remoteIP = SocketHelper.GetRemoteAddress(clientSocket);
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if (remoteIP != null)
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{
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if (_ipRateLimiter != null && !_ipRateLimiter.Verify(remoteIP, out var totalAttempts))
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{
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logger.Debug("{Address} Past IP limit threshold ({TotalAttempts})", remoteIP, totalAttempts);
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}
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else if (Firewall.IsBlocked(remoteIP))
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{
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logger.Debug("{Address} Firewalled", remoteIP);
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}
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else
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{
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// Allow event handlers to reject the connection
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var args = new SocketConnectEventArgs(remoteIP);
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EventSink.InvokeSocketConnect(args);
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if (args.AllowConnection)
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{
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ring.ConfigureSocket(clientSocket);
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CreateFromSocket(clientSocket, remoteIP);
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goto ReplenishAccepts;
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}
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logger.Debug("{Address} Rejected by socket handler", remoteIP);
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}
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}
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ring.CloseSocket(clientSocket);
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}
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else if (result != -4) // EINTR
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{
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logger.Debug("Accept error: {Result}", result);
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}
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ReplenishAccepts:
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var targetAccepts = _listeners.Length * PendingAcceptsPerListener;
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while (_pendingAcceptCount < targetAccepts && _listeners.Length > 0)
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{
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var listenerIndex = _pendingAcceptCount % _listeners.Length;
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ring.PrepareAccept(_listeners[listenerIndex], 0, 0, IORingUserData.EncodeAccept());
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_pendingAcceptCount++;
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}
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}
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/// <summary>
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/// Creates a NetState from an accepted socket handle.
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/// </summary>
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internal static NetState CreateFromSocket(nint socketHandle, IPAddress address)
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{
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// Use socket manager to create managed socket (handles buffers, registration, recv posting)
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var socket = _socketManager.CreateSocket(socketHandle);
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if (socket == null)
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{
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logger.Debug("Failed to create socket (resources exhausted)");
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_socketManager.Ring.CloseSocket(socketHandle);
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return null;
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}
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// Create NetState and map by socket ID
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var ns = new NetState(socket, address);
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return _netStates[socket.Id] = ns;
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}
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private static void DisconnectUnattachedSockets()
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{
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var now = Core.Now;
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// Process connecting queue with lazy removal - O(1) operations
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while (_connectingQueue.TryPeek(out var ns))
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{
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// Lazy removal: skip already-authenticated or disconnected connections
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if (!ns.Running || ns.Account != null)
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{
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_connectingQueue.Dequeue();
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continue;
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}
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// If the socket has been connected for less than the limit, we can stop
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// (queue is ordered by connection time, so remaining entries are newer)
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if (now - ns.ConnectedOn < ConnectingSocketIdleLimit)
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{
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break;
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}
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_connectingQueue.Dequeue();
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// Socket must have finished the entire authentication process or be forcibly disconnected
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if (!ns.SentFirstPacket || !ns.Seeded)
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{
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ns.Disconnect(null);
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// Force immediate cleanup - these are unauthenticated connections
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// where graceful disconnect can get stuck with pending sends.
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if (ns._socket is { DisconnectPending: true })
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{
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_socketManager.DisconnectImmediate(ns._socket);
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}
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}
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}
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}
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public static void FlushAll()
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{
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while (_flushPending.TryDequeue(out var ns))
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{
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if (ns == null)
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{
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continue;
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}
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// Reset flag to allow re-queueing if more data is added later
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ns._flushQueued = false;
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if (ns.Running)
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{
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ns._socket?.QueueSend();
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}
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}
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// Submit any pending operations
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_socketManager?.Submit();
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}
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public static void Slice()
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{
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var curTicks = Core.TickCount;
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DisconnectUnattachedSockets();
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// Process throttled states
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while (_throttled.Count > 0)
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{
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var ns = _throttled.Dequeue();
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if (ns.Running)
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{
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ns.HandleReceive(true);
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}
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}
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// This is enqueued by HandleReceive if already throttled and still throttled
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while (_throttledPending.Count > 0)
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{
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_throttled.Enqueue(_throttledPending.Dequeue());
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}
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// Process queued movements at proper intervals
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MovementThrottle.ProcessAllQueues();
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// Process all completions through the manager FIRST
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// This ensures DataReceived events are processed and HandleReceive runs,
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// which may call Send() and add to _flushPending
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var eventCount = _socketManager.ProcessCompletions(_events);
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for (var i = 0; i < eventCount; i++)
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{
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ref var evt = ref _events[i];
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switch (evt.Type)
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{
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case RingSocketEventType.Accept:
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{
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// Handle accept - AcceptedSocketHandle contains the result
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HandleAcceptCompletion((int)evt.AcceptedSocketHandle);
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break;
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}
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case RingSocketEventType.DataReceived:
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{
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var nsRecv = _netStates[evt.Socket.Id];
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// Verify generation via object identity to avoid stale completion issues
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if (nsRecv != null && nsRecv._socket == evt.Socket)
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{
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nsRecv.NextActivityCheck = curTicks + 30000;
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HandleDataReceived(nsRecv, evt.BytesTransferred);
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}
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break;
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}
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case RingSocketEventType.DataSent:
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{
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var nsSend = _netStates[evt.Socket.Id];
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// Verify generation via object identity
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if (nsSend != null && nsSend._socket == evt.Socket)
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{
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// Update activity check on successful send
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nsSend.NextActivityCheck = curTicks + 30000;
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}
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break;
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}
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case RingSocketEventType.Disconnected:
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{
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var nsDisc = _netStates[evt.Socket.Id];
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// Verify generation via object identity
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if (nsDisc != null && nsDisc._socket == evt.Socket)
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{
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HandleDisconnected(nsDisc);
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}
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break;
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}
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}
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}
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// Process flush queue AFTER event processing
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// This ensures sends triggered by HandleReceive (via packet handlers like SendPlayServerAck)
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// are queued in the SAME Slice, not the next one
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while (_flushPending.TryDequeue(out var ns))
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{
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// Reset flag to allow re-queueing if more data is added later
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ns._flushQueued = false;
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if (ns.Running)
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{
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ns._socket?.QueueSend();
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}
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}
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// CRITICAL: Process send queue NOW to post pending sends
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// This ensures PostSend() runs and sets SendPending=true BEFORE disconnect checks
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// Without this, Disconnect() would see SendPending=false even though data is queued
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_socketManager.ProcessSendQueue();
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// Process pending disconnects AFTER flush queue AND send queue processing
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// This ensures the traditional order: Game Logic (Sends/Disconnects) → Receives → Flush → Disconnect
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// Any Send() calls made after Disconnect() in the same tick are flushed before disconnect
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while (_pendingDisconnects.TryDequeue(out var ns))
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{
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// Reset flag to allow re-queueing if reconnect happens
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ns._disconnectQueued = false;
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if (ns.Running && ns._socket != null)
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{
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// RingSocket.Disconnect() handles graceful disconnect:
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// - Waits for pending sends to flush (if SendBuffer.ReadableBytes > 0)
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// - Waits for in-flight I/O to complete
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// - Ensures buffers aren't released while kernel is still using them
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ns._socket.Disconnect();
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}
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}
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// Submit any queued operations
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_socketManager.Submit();
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// Process disposes
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while (_disposed.TryDequeue(out var ns))
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{
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ns.DisposeInternal();
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}
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// Check for dead connections AFTER processing all completions.
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// Recv completions reset NextActivityCheck, so after a server stall,
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// buffered client pings update timestamps before this check fires.
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if (curTicks - _nextAliveCheck >= 0)
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{
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_nextAliveCheck = curTicks + AliveCheckIntervalMs;
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CheckAllAlive();
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}
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}
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private static void HandleDataReceived(NetState ns, int bytesReceived)
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{
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if (!ns._running)
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{
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return;
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}
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// Data is already committed to buffer by RingSocketManager
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// Decode if encryption is enabled
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ns.DecryptRecvBuffer(bytesReceived);
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// Process packets
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ns.HandleReceive();
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}
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private static void HandleDisconnected(NetState ns)
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{
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var slotId = ns._socket.Id;
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// IMPORTANT: Check if the slot still points to this NetState
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// During quick reconnect, the slot might have been reused for a new connection
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var currentNs = _netStates[slotId];
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if (currentNs != ns)
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{
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// Slot was already reused - don't clear it!
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// Just mark this NetState as not running and queue for dispose
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ns._running = false;
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_disposed.Enqueue(ns);
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return;
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}
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// Clear the NetState slot
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_netStates[slotId] = null;
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// Mark as not running and queue for dispose
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ns._running = false;
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_disposed.Enqueue(ns);
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}
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public static void CheckAllAlive()
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{
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try
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{
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var curTicks = Core.TickCount;
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foreach (var ns in Instances)
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{
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ns.CheckAlive(curTicks);
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}
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}
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catch (Exception ex)
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{
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TraceException(ex);
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}
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}
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}
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